#version 430 core

#define BLOCK_COUNT 200

layout (std140) uniform GuiParams {
	mat4 viewProjMat;
	vec4 guiScales; //original scale xy and new scale xy
} gParams;

layout(location = 0) in vec3 position;
layout(location = 1) in unsigned int id;
layout(location = 2) in vec2 uv;

out vec2 texcoord;

void main(){
	
	//get position in clip space and give it to fragment shader
	//mat4 model = params.model[id];
    vec4 worldPos = vec4(position,1); //model * vec4(position,1);
    gl_Position = gParams.viewProjMat * worldPos;

   texcoord = uv;
}